Murderous Mutant Tomatoes

This is part adventure and part session notes from my Mutant Crawl Classics game. I ran this a while ago while we (Kickstarter backers) were waiting on the PDF’s of the adventures to be released. So take it as you will.

Background:

King Roma is crazed plantient set on revenge against the murderous meatbags of the world. He had discovered a data cube of the Ancients and learned (misinterpreted) the dark secrets of the Ancients. They had kept plantients as food; raising them in things called farms or gardens. There were some Ancients who were so vile that they ate only plantients. These atrocities must be avenged.

The Set Up:

I ran this after the PC’s were returning to their village after going through their 0-level funnel. They found the village had been attacked and ransacked and that all of the villagers were missing. It was pretty easy for them to find the trail and start tracking the raiders.

The Monsters: Here’s the stat’s for the main monsters for this whole thing.

Cherry Tomato Concubines: Init: +1; AC: 11; Atk: None (See Special); DMG: None Action Die: 1d20; HP: 6; Saves: Fort: +1, Ref: +2, Will: +1; Special: Aura of Misfortune: When a character attacks or uses a Mutant Power against a Concubine or King Roma, the character must roll under their current Luck score on a d20. If successful then the action proceeds as normal. If the character fails the Luck check then it is assumed that the character rolled a Natural 1 on their attack/Mutation Check. Run with it.

The Village: I just drew the map as I needed during play. There are four building in the village. I also kind of just made up the numbers of opponents based on the party.

The Green House: Divided into two sections. One is the common room. Here are Goons, Brutes and at least one Shaman. The Nursery section contains a Nursery Bot: Init: +2; AC: 14; Atk: +0; DMG: 1d5 Action Die: 1d20; HP: 36; Saves: Fort: +4, Ref: +0, Will: +2; Special: AI Recog: 19. and a Control Panel. If the PC’s mess with the Control Panel, they release the super fertilizer toxic goo. The goo has the following effects: Any Plantients roll as if they had suffered Radburn. All others must make a DC: 14 Fort Save or suffer 1d5 damage. The toxic goo acts as Cortexin (See Museum at the End of Time) but only on plants. This animates the Baby Tomato Swarms: Each Swarm has: AC: 11; HP: 8; Saves: Fort: +0, Ref: +0, Will: +0; Special: Non Area Effect Weapons do 1 HP of damage. When a character is “attacked” by a swarm, attempt DC: 11 Ref save or take 1d3 damage.

I ain’t no scholar. I ain’t no academic. I’m not that smart or good looking. I’m just a guy who wants to roll dice and have some fun. This is my little blog featuring lots of old school RPG stuff and other RPG rants. Remember the cardinal rules. The rules are guidelines. Keep it simple. Roll dice, Kill monsters. Take their stuff. And have fun!

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